glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h)\r
- glFrustum(-near, far, -near*(GLfloat) h / (GLfloat) w,\r
- far*(GLfloat) h / (GLfloat) w, nearClip, farClip);\r
+ glFrustum(-near, far, -near*((GLfloat) h / (GLfloat) w),\r
+ far*((GLfloat) h / (GLfloat) w), nearClip, farClip);\r
else\r
- glFrustum(-near*(GLfloat) w / (GLfloat) h,\r
- far*(GLfloat) w / (GLfloat) h, near, far, nearClip, farClip);\r
+ glFrustum(-near*((GLfloat) w / (GLfloat) h),\r
+ far*((GLfloat) w / (GLfloat) h), near, far, nearClip, farClip);\r
glMatrixMode(GL_MODELVIEW);\r
}\r
\r